/// Can be used to store native window settings (position and size). #[derive(Clone, Copy, Debug)] #[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))] pub struct WindowSettings { /// Position of window in physical pixels. This is either /// the inner or outer position depending on the platform. /// See [`winit::window::WindowBuilder::with_position`] for details. position: Option, fullscreen: bool, /// Inner size of window in logical pixels inner_size_points: Option, } impl WindowSettings { pub fn from_display(window: &winit::window::Window) -> Self { let inner_size_points = window.inner_size().to_logical::(window.scale_factor()); let position = if cfg!(unix) || cfg!(windows) { // MacOS uses inner position when positioning windows. window .inner_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)) } else { // Other platforms use the outer position. window .outer_position() .ok() .map(|p| egui::pos2(p.x as f32, p.y as f32)) }; Self { position, fullscreen: window.fullscreen().is_some(), inner_size_points: Some(egui::vec2( inner_size_points.width, inner_size_points.height, )), } } pub fn inner_size_points(&self) -> Option { self.inner_size_points } pub fn initialize_window( &self, mut window: winit::window::WindowBuilder, ) -> winit::window::WindowBuilder { // If the app last ran on two monitors and only one is now connected, then // the given position is invalid. // If this happens on Mac, the window is clamped into valid area. // If this happens on Windows, the clamping behavior is managed by the function // clamp_window_to_sane_position. if let Some(pos) = self.position { window = window.with_position(winit::dpi::PhysicalPosition { x: pos.x as f64, y: pos.y as f64, }); } if let Some(inner_size_points) = self.inner_size_points { window .with_inner_size(winit::dpi::LogicalSize { width: inner_size_points.x as f64, height: inner_size_points.y as f64, }) .with_fullscreen( self.fullscreen .then_some(winit::window::Fullscreen::Borderless(None)), ) } else { window } } pub fn clamp_to_sane_values(&mut self, max_size: egui::Vec2) { use egui::NumExt as _; if let Some(size) = &mut self.inner_size_points { // Prevent ridiculously small windows let min_size = egui::Vec2::splat(64.0); *size = size.at_least(min_size); *size = size.at_most(max_size); } } pub fn clamp_window_to_sane_position( &mut self, event_loop: &winit::event_loop::EventLoopWindowTarget, ) { if let (Some(position), Some(inner_size_points)) = (&mut self.position, &self.inner_size_points) { let monitors = event_loop.available_monitors(); // default to primary monitor, in case the correct monitor was disconnected. let mut active_monitor = if let Some(active_monitor) = event_loop .primary_monitor() .or_else(|| event_loop.available_monitors().next()) { active_monitor } else { return; // no monitors 🤷 }; for monitor in monitors { let monitor_x_range = (monitor.position().x - inner_size_points.x as i32) ..(monitor.position().x + monitor.size().width as i32); let monitor_y_range = (monitor.position().y - inner_size_points.y as i32) ..(monitor.position().y + monitor.size().height as i32); if monitor_x_range.contains(&(position.x as i32)) && monitor_y_range.contains(&(position.y as i32)) { active_monitor = monitor; } } let mut inner_size_pixels = *inner_size_points * (active_monitor.scale_factor() as f32); // Add size of title bar. This is 32 px by default in Win 10/11. if cfg!(target_os = "windows") { inner_size_pixels += egui::Vec2::new(0.0, 32.0 * active_monitor.scale_factor() as f32); } let monitor_position = egui::Pos2::new( active_monitor.position().x as f32, active_monitor.position().y as f32, ); let monitor_size = egui::Vec2::new( active_monitor.size().width as f32, active_monitor.size().height as f32, ); // Window size cannot be negative or the subsequent `clamp` will panic. let window_size = (monitor_size - inner_size_pixels).max(egui::Vec2::ZERO); // To get the maximum position, we get the rightmost corner of the display, then // subtract the size of the window to get the bottom right most value window.position // can have. *position = position.clamp(monitor_position, monitor_position + window_size); } } }